Click Below To Choose Your Path To Glory

What is an Advanced Adventurer?

When an adventurer becomes bored with bravery, fatigued with fighting, or ho-hummed about heroics, it's time to start thinking upward mobility. You're in the hero business now, and you can't just rest on your laurels. You must explore strange new worlds, seek out new life and new civilizations. A hero must boldly go where no man (or woman) has gone before - and come back alive.

Professional Adventuring Organizations

Adventurers' Guild

This place is where adventurers can get together, relax, and chat about monsters. It is a good place to catch up with the local gossip and to learn about local employment situations. Be sure to sign in when you first enter a strange town to give yourself official Adventurer Status. Otherwise, the locals might mistake you for a vagrant and have you arrested. It's an easy mistake.

Advanced Fighting

Now that you've mastered the basics of combat - the trusty thrust, the brash slash, the ordinary parry, and the hodge-podge dodge - it's time to discuss the backbone of battle, the essence of the fracas, the gist of the joust, the peanut butter and jelly of true pugnacity - Strategy and Tactics. As the Old Adventurer would put it:

"You got to know when to fight 'em
Know when to be polite to 'em,
Know when to dodge away and know when to run
You've got to practice fighting
Any time you're able,
'Cause there ain't (sic) no time for practice,
When the monsters come. "

Now it is true that some people confuse strategy with tactics, and vice versa. Here is a simple mnemonic to help you keep straight which one is which:

"If it is prophylactic and emphatically didactic, then it' not tactic."

Eternal Order of Fighters (E.O.F.)

This organization is for real Heroes. This means no pansy Magic Users or slimy Thief scum will be admitted. Only the best and the baddest can join the 'Eternal Order of Fighters'. You got to have true grit and heavy mettle. We're glad you're bad and we're keen you're mean. "EOF - The Guts, The Glory, The Greatest!" Membership by invitation only.

Advanced Magic Using

Having mastered the basics of magic and gained skill in a few spells, it comes the time for a fledgling Thaumaturge to figure out what he (or she) wants to do with him-(or her-) self. It is all very well and good going around impressing the rubes with a few trivial gestures of your hands, or broiling a few brigands with your Flame Darts, but merely showing off your magic is hardly the be-all, end-all for a professional. Besides, it doesn't pay particularly well.

Now is the time to go beyond what you learned in Spellcasting 101. If you are tired of low-paying jobs with no security, you need to quest for glory. You, too, can be upwardly mobile! It's time to start learning some real magic.

The best way to improve the status of your spells is to travel to a place where Wizards congregate. Through the city of Shapeir travel many experienced magic users on their way to the Wizard's Institute of Technocery. This city is thus a good source for advanced scrolls. Whether you wish to commit to the study and time it takes to become a true Wizard, or just pick up a few new incantations, a journey to Shapeir is definitely a step up the magical corporate ladder.

Wizards Institute of Technocery (W.I.T.)

The Wizard's Institute of Technocery, or WIT, is the ultimate University of the Occult. Within its ivory towers, the aspiring Wizard can learn the inner nature of magic. Of course, it takes time, dedication, and a true love of learning to master the many mysteries, to become the complete conjurer.

Naturally, the Wizards of WIT do not wish to be found by any riff-raff of a would-be wonder-worker. After all, any yahoo can do hoodoo, but WIT's hallowed halls are reserved for the few, the proud, the elite- the true Wizards. While the entrance to WIT is reputed to be in Shapeir, the Institute itself is said to exist on another plane. The entrance is well-hidden from all but those meant to find it. If you are among them, careful application of your knowledge should soon point the way.

Before you can become a full-fledged student, you will be given a series of entrance examinations. Failure is not held against you - as long as you are willing to try again. These trials are a learning experience in themselves.

Advanced Thieving Techniques

Warning: If you have not studied the F.A.C.S. Cutpurses' Curriculum, do NOT read this section! This contains classified, top-secret information for Thieves' eyes only.

You have your toolkit and the skill to unlock the securest safe, the stealth to sneak by the surliest security guards, and the dexterity to direct your dagger to your desired destination. You practice daily; honing your skills every chance you get to create that finely tuned machine that is your body. Now it is time to talk about the other tools of the trade.

Rope - In the words of the immortal Sam 'the Man' Ganges, "You gotta scope the rope if you wanta cope."

Oil - This is often overlooked as an essential part of the thief's equipment, but it happens to be very handy. Squeaky hinges on cabinets and doors can create the creak that causes the cops to capture a crook. Oiling hinges reduces the noise considerably. Oil is also useful for moving heavy objects.

Thief Sign - The recognition signal used among Thieves is one of the most closely-held secrets of the Consolidated Thieves' Guilds. But you are a Thief, right? No peeking now, the rest of you! O.K. To make the top-secret Thieves' sign, first place your thumb upon your nose with the hand held perpendicular to your face, and the fingers outspread. Then wiggle your fingers while focusing your eyes upon your thumb and patting your belly with your free hand. You should make the sign whenever you believe yourself to be in the presence of a fellow practitioner. However, you should be aware that not all politicians will recognize this symbol - some of them are scabs.

Improvisation - There does come a time when even the best of thieves gets caught without his equipment, and he really needs to open a lock. True, you may be standing before a locked door at the dead-end of a corridor of thecastle of the black prince who has sworn an oath to torture all thieves, with his two neanderthal guards mrching towrds you, only to discover that you left your lockpick in the shirt pocket of the suit that you sent to the laundry this morning, but it is very important in this sort of situation not to panic. Analyze the situation. Is the door simply latched on the other side? If so, a simple insertion of your Thieves' Guild card should pop the latch. Is the door unlockable with a skeleton key? Then any thin, metal probe such as the pin that was in the black prince's feathered hat which you just happen to find in your backpack can be used to click the lock. Is the door firmly bolted on the other side and does it resist all your attempts at breaking it down ? Then put the hat of the black prince on your head covering most of your face, stroll towards the guards, give them a lecture about their appearance, telling them not to slouch, letting them know that you will not tolerate sloppiness, and then push on past, leaving them to think that the black prince has poor taste in clothes combinations. All you need is a little imagination, and you can get through any situation.

Thieves' Guild

This benevolent organization provides a thief with the comfort of a home away from home. Where else can you relax in public knowing no one is looking through the Wanted ads for you? Where else can you be certain the jolly stranger next to you is attempting to pick your pocket? How else can you be bailed out of a strange jail? 12 The way to locate the local Thieves' Guild is to contact a local thief by use of the Thieves' Sign. Once you have found the guild and identified yourself, it is not uncommon to be asked to prove your identity. A simple test is often given to prove your worth to the organization. Accomplishing this trial will improve your position in the guild. Failing the test will earn you the rank of 'convict.' It is recommended that you do not fail.

:: WARNING ::

Possible gameplay Spoilers below
Continue at your own risk

>> You have been warned <<

Advancing With Honor

(A big thanks to Thepal, who posted this on the Quest for More Glory forums. Direct link to the thread is here. )

To become a Paladin, you must have achieved an Honor score of at least 75. You must also have at least 25 Paladin Points (PP).

Advancing A Fighter

PP

Must Do:

7 PP

Return Omar's lost purse (found in the fountain plaza)

5 PP

Return Rakeesh's sword without being asked

3 PP

Be polite to Aziza and impress her with your manners (don't get kicked out)

7 PP

Refuse to kill EOF opponent (just say "no")

5 PP

Give money to the beggar more than once

7 PP

Tell Khaveen to retrieve his sword

You *lose* 10 Paladin Points if you disturb/kill the Griffin. (There is a way to get a Griffin feather without bothering the Griffin.) This was not supposed to have been a total disqualifier, but it effectively is (since you can get at most 34 Paladin Points prior to becoming a Paladin, and losing 10 reduces you to 24 -- below the limit). Sorry! If we ever do a remake, we'll reduce the penalty to -5.

6 PP

Qualify as Paladin

10 PP

Be officially recognized (ceremony at end-game)

Advancing A Wizard

PP

Must Do:

7 PP

Return Omar's lost purse (found in the fountain plaza)

3 PP

Be polite to Aziza and impress her with your manners (don't get kicked out)

5 PP

Give money to the beggar more than once

7 PP

Use Calm spell on Khaveen

You *lose* 10 Paladin Points if you disturb/kill the Griffin. (There is a way to get a Griffin feather without bothering the Griffin.) This was not supposed to have been a total disqualifier, but it effectively is (since you can get at most 34 Paladin Points prior to becoming a Paladin, and losing 10 reduces you to 24 -- below the limit). Sorry! If we ever do a remake, we'll reduce the penalty to -5.

6 PP + 12 PP

Qualify as Paladin.
Note that Wizards who manage to qualify as Paladins receive an extra 12 points, since they don't have the opportunity to return Rakeesh's sword or spare the EOF fighter's life.

10 PP

Be officially recognized (ceremony at end-game)

Advancing A Thief

PP

Must Do:

7 PP

Return Omar's lost purse (found in the fountain plaza)

3 PP

Be polite to Aziza and impress her with your manners (don't get kicked out)

5 PP

Give money to the beggar more than once

You *lose* 10 Paladin Points if you disturb/kill the Griffin. (There is a way to get a Griffin feather without bothering the Griffin.) This was not supposed to have been a total disqualifier, but it effectively is (since you can get at most 34 Paladin Points prior to becoming a Paladin, and losing 10 reduces you to 24 -- below the limit). Sorry! If we ever do a remake, we'll reduce the penalty to -5.

6 PP + 12 PP

Qualify as Paladin.
Note that Thieves who manage to qualify as Paladins receive an extra 12 points, since they don't have the opportunity to return Rakeesh's sword or spare the EOF fighter's life.

10 PP

Be officially recognized (ceremony at end-game)

Naughty Deeds That Get You Nowhere

This is the list of deeds you cannot do if you wish to become a Paladin.

Killing Khaveen when he's unarmed.

Taking money from Omar's purse before returning the purse.

Having to be reminded (by Uhura) to return Rakeesh's sword. (You must return it voluntarily.)

Entering the "break-in house" in Shapeir or Khaveen's house in Raseir.

Trying to kill a helpless opponent in your EOF initiation.

Naughty Deeds That Really Don't Matter

Despite rumors, you can use the X-Ray Spec's to peep at Zayishah while she changes.